 #ifndef __ScriptBind_Node_h__
#define __ScriptBind_Node_h__
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <Client/Prerequisites.h>
#include <Client/IScriptSystem.h>
 
   

class CScriptBind_Node : public CScriptableBase
{
public:
	CScriptBind_Node( Ci::IScriptSystem * pScriptSystem, Ci::CCoreApp * pSystem );
	virtual ~CScriptBind_Node();
 
	int createNode(IFunctionHandler *pH);
 	int destoryNode(IFunctionHandler *pH);

	// <title Attach>
	// Syntax: Particle.Attach()
	// Description:
	//		Attaches an effect.
	int Attach(IFunctionHandler * pH);
	// <title Detach>
	// Syntax: Particle.Detach()
	// Description:
	//		Detaches an effect.
	int Detach(IFunctionHandler * pH);





private:
 
};

#endif  
